One Axis at a Time
Part of the Worlds section of Coddy's Pygame journey. Lesson 19 of 35.
Your collision code moves and fixes x, then moves and fixes y. This starter moves both and fixes once. Run it and walk right: the player snaps backwards along the floor.
player.x += dx
vel_y = min(vel_y + GRAVITY, MAX_FALL)
player.y += vel_y
on_ground = False
for wall in walls:
if player.colliderect(wall):
if dx > 0:
player.right = wall.left
elif dx < 0:
player.left = wall.right
if vel_y > 0:
player.bottom = wall.top
on_ground = True
elif vel_y < 0:
player.top = wall.bottom
vel_y = 0Standing on the ground, gravity moves the player 1 pixel down into the ground every frame. Moving right in the same frame, the player overlaps the ground tile under it, and the code cannot tell why. It sees dx > 0 and puts the player's right side at that tile's left side: backwards, along the floor.
One overlap, two moves, no way to know which move caused it. With one axis at a time, every overlap has one cause. After the x move the player is not yet in the ground, so only real walls stop it. After the y move, the overlap can only come from moving along y.
Challenge
Medium- Split the movement:
player.x += dxand a loop overwallsthat fixes only x. - Then gravity,
player.y += vel_y,on_ground = Falseand a second loop that fixes only y.
Try it yourself
import pygame
TILE = 36
SPEED = 4
GRAVITY = 1
JUMP = -15
MAX_FALL = 12
LEVEL = [
"................",
"................",
"................",
"....P.....###...",
"................",
"................",
"...####.........",
"............#...",
"#.......#...#..#",
"################",
]
pygame.init()
screen = pygame.display.set_mode((576, 360))
pygame.display.set_caption("One Axis at a Time")
clock = pygame.time.Clock()
background = pygame.image.load("assets/backgrounds/clouds.png").convert_alpha()
block_img = pygame.image.load("assets/images/block.png").convert_alpha()
player_img = pygame.image.load("assets/images/player.png").convert_alpha()
walls = []
for row, line in enumerate(LEVEL):
for col, char in enumerate(line):
if char == "#":
walls.append(pygame.Rect(col * TILE, row * TILE, TILE, TILE))
elif char == "P":
start = (col * TILE + TILE // 2, row * TILE + TILE)
player = player_img.get_rect(midbottom=start)
vel_y = 0
on_ground = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
if on_ground:
vel_y = JUMP
elif event.type == pygame.KEYUP and event.key in (pygame.K_SPACE, pygame.K_UP):
if vel_y < -4:
vel_y = -4
keys = pygame.key.get_pressed()
dx = 0
if keys[pygame.K_LEFT]:
dx -= SPEED
if keys[pygame.K_RIGHT]:
dx += SPEED
player.x += dx
vel_y = min(vel_y + GRAVITY, MAX_FALL)
player.y += vel_y
on_ground = False
for wall in walls:
if player.colliderect(wall):
if dx > 0:
player.right = wall.left
elif dx < 0:
player.left = wall.right
if vel_y > 0:
player.bottom = wall.top
on_ground = True
elif vel_y < 0:
player.top = wall.bottom
vel_y = 0
for y in range(0, 360, 72):
for x in range(0, 576, 72):
screen.blit(background, (x, y))
for wall in walls:
screen.blit(block_img, wall)
screen.blit(player_img, player)
pygame.display.flip()
clock.tick(60)
pygame.quit()
All lessons in Worlds
1Maps from Text
A Level in TextRows and ColumnsLetters With MeaningsWhere the Player StartsOne Screen at a Time4Platform Collisions
Walls Left and RightLanding on PlatformsBump Your HeadFalling Out of the LevelOne Axis at a Time3Gravity and Jumping
Falling With GravityJump From the GroundShort HopsA Top Falling SpeedJump BufferPractice on your own: Pygame playground